// Copyright (c) 2015, JRBS Team(jrbs.top)
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//
// 1.Redistributions of source code must retain the above copyright
//   notice, this list of conditions and the following disclaimer.
//
// 2.Redistributions in binary form must reproduce the above copyright
//   notice, this list of conditions and the following disclaimer in the
//   documentation and/or other materials provided with the distribution.
//
// 3.Neither the name of the copyright holder nor the names of its
//   contributors may be used to endorse or promote products derived
//   from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
// "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
// LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
// FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
// COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
// BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
// OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR
// TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE
// USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

#ifndef GLESWRAPPER_GLESMOCK_GLES2_GL2_H
#define GLESWRAPPER_GLESMOCK_GLES2_GL2_H

#ifndef GL_ES_VERSION_2_0
#define GL_ES_VERSION_2_0 1

#include <cstddef>
#include <cstdint>

typedef std::int8_t GLbyte;
typedef float GLclampf;
typedef std::int32_t GLfixed;
typedef std::int16_t GLshort;
typedef std::uint16_t GLushort;
typedef void GLvoid;
typedef struct __GLsync *GLsync;
typedef std::int64_t GLint64;
typedef std::uint64_t GLuint64;
typedef std::uint32_t GLenum;
typedef std::uint32_t GLuint;
typedef char GLchar;
typedef float GLfloat;
typedef std::ptrdiff_t GLsizeiptr;
typedef std::intptr_t GLintptr;
typedef std::uint32_t GLbitfield;
typedef std::int32_t GLint;
typedef std::uint8_t GLboolean;
typedef std::int32_t GLsizei;
typedef std::uint8_t GLubyte;

#define GL_DEPTH_BUFFER_BIT               0x00000100
#define GL_STENCIL_BUFFER_BIT             0x00000400
#define GL_COLOR_BUFFER_BIT               0x00004000
#define GL_FALSE                          0
#define GL_TRUE                           1
#define GL_POINTS                         0x0000
#define GL_LINES                          0x0001
#define GL_LINE_LOOP                      0x0002
#define GL_LINE_STRIP                     0x0003
#define GL_TRIANGLES                      0x0004
#define GL_TRIANGLE_STRIP                 0x0005
#define GL_TRIANGLE_FAN                   0x0006
#define GL_ZERO                           0
#define GL_ONE                            1
#define GL_SRC_COLOR                      0x0300
#define GL_ONE_MINUS_SRC_COLOR            0x0301
#define GL_SRC_ALPHA                      0x0302
#define GL_ONE_MINUS_SRC_ALPHA            0x0303
#define GL_DST_ALPHA                      0x0304
#define GL_ONE_MINUS_DST_ALPHA            0x0305
#define GL_DST_COLOR                      0x0306
#define GL_ONE_MINUS_DST_COLOR            0x0307
#define GL_SRC_ALPHA_SATURATE             0x0308
#define GL_FUNC_ADD                       0x8006
#define GL_BLEND_EQUATION                 0x8009
#define GL_BLEND_EQUATION_RGB             0x8009
#define GL_BLEND_EQUATION_ALPHA           0x883D
#define GL_FUNC_SUBTRACT                  0x800A
#define GL_FUNC_REVERSE_SUBTRACT          0x800B
#define GL_BLEND_DST_RGB                  0x80C8
#define GL_BLEND_SRC_RGB                  0x80C9
#define GL_BLEND_DST_ALPHA                0x80CA
#define GL_BLEND_SRC_ALPHA                0x80CB
#define GL_CONSTANT_COLOR                 0x8001
#define GL_ONE_MINUS_CONSTANT_COLOR       0x8002
#define GL_CONSTANT_ALPHA                 0x8003
#define GL_ONE_MINUS_CONSTANT_ALPHA       0x8004
#define GL_BLEND_COLOR                    0x8005
#define GL_ARRAY_BUFFER                   0x8892
#define GL_ELEMENT_ARRAY_BUFFER           0x8893
#define GL_ARRAY_BUFFER_BINDING           0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING   0x8895
#define GL_STREAM_DRAW                    0x88E0
#define GL_STATIC_DRAW                    0x88E4
#define GL_DYNAMIC_DRAW                   0x88E8
#define GL_BUFFER_SIZE                    0x8764
#define GL_BUFFER_USAGE                   0x8765
#define GL_CURRENT_VERTEX_ATTRIB          0x8626
#define GL_FRONT                          0x0404
#define GL_BACK                           0x0405
#define GL_FRONT_AND_BACK                 0x0408
#define GL_TEXTURE_2D                     0x0DE1
#define GL_CULL_FACE                      0x0B44
#define GL_BLEND                          0x0BE2
#define GL_DITHER                         0x0BD0
#define GL_STENCIL_TEST                   0x0B90
#define GL_DEPTH_TEST                     0x0B71
#define GL_SCISSOR_TEST                   0x0C11
#define GL_POLYGON_OFFSET_FILL            0x8037
#define GL_SAMPLE_ALPHA_TO_COVERAGE       0x809E
#define GL_SAMPLE_COVERAGE                0x80A0
#define GL_NO_ERROR                       0
#define GL_INVALID_ENUM                   0x0500
#define GL_INVALID_VALUE                  0x0501
#define GL_INVALID_OPERATION              0x0502
#define GL_OUT_OF_MEMORY                  0x0505
#define GL_CW                             0x0900
#define GL_CCW                            0x0901
#define GL_LINE_WIDTH                     0x0B21
#define GL_ALIASED_POINT_SIZE_RANGE       0x846D
#define GL_ALIASED_LINE_WIDTH_RANGE       0x846E
#define GL_CULL_FACE_MODE                 0x0B45
#define GL_FRONT_FACE                     0x0B46
#define GL_DEPTH_RANGE                    0x0B70
#define GL_DEPTH_WRITEMASK                0x0B72
#define GL_DEPTH_CLEAR_VALUE              0x0B73
#define GL_DEPTH_FUNC                     0x0B74
#define GL_STENCIL_CLEAR_VALUE            0x0B91
#define GL_STENCIL_FUNC                   0x0B92
#define GL_STENCIL_FAIL                   0x0B94
#define GL_STENCIL_PASS_DEPTH_FAIL        0x0B95
#define GL_STENCIL_PASS_DEPTH_PASS        0x0B96
#define GL_STENCIL_REF                    0x0B97
#define GL_STENCIL_VALUE_MASK             0x0B93
#define GL_STENCIL_WRITEMASK              0x0B98
#define GL_STENCIL_BACK_FUNC              0x8800
#define GL_STENCIL_BACK_FAIL              0x8801
#define GL_STENCIL_BACK_PASS_DEPTH_FAIL   0x8802
#define GL_STENCIL_BACK_PASS_DEPTH_PASS   0x8803
#define GL_STENCIL_BACK_REF               0x8CA3
#define GL_STENCIL_BACK_VALUE_MASK        0x8CA4
#define GL_STENCIL_BACK_WRITEMASK         0x8CA5
#define GL_VIEWPORT                       0x0BA2
#define GL_SCISSOR_BOX                    0x0C10
#define GL_COLOR_CLEAR_VALUE              0x0C22
#define GL_COLOR_WRITEMASK                0x0C23
#define GL_UNPACK_ALIGNMENT               0x0CF5
#define GL_PACK_ALIGNMENT                 0x0D05
#define GL_MAX_TEXTURE_SIZE               0x0D33
#define GL_MAX_VIEWPORT_DIMS              0x0D3A
#define GL_SUBPIXEL_BITS                  0x0D50
#define GL_RED_BITS                       0x0D52
#define GL_GREEN_BITS                     0x0D53
#define GL_BLUE_BITS                      0x0D54
#define GL_ALPHA_BITS                     0x0D55
#define GL_DEPTH_BITS                     0x0D56
#define GL_STENCIL_BITS                   0x0D57
#define GL_POLYGON_OFFSET_UNITS           0x2A00
#define GL_POLYGON_OFFSET_FACTOR          0x8038
#define GL_TEXTURE_BINDING_2D             0x8069
#define GL_SAMPLE_BUFFERS                 0x80A8
#define GL_SAMPLES                        0x80A9
#define GL_SAMPLE_COVERAGE_VALUE          0x80AA
#define GL_SAMPLE_COVERAGE_INVERT         0x80AB
#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2
#define GL_COMPRESSED_TEXTURE_FORMATS     0x86A3
#define GL_DONT_CARE                      0x1100
#define GL_FASTEST                        0x1101
#define GL_NICEST                         0x1102
#define GL_GENERATE_MIPMAP_HINT           0x8192
#define GL_BYTE                           0x1400
#define GL_UNSIGNED_BYTE                  0x1401
#define GL_SHORT                          0x1402
#define GL_UNSIGNED_SHORT                 0x1403
#define GL_INT                            0x1404
#define GL_UNSIGNED_INT                   0x1405
#define GL_FLOAT                          0x1406
#define GL_FIXED                          0x140C
#define GL_DEPTH_COMPONENT                0x1902
#define GL_ALPHA                          0x1906
#define GL_RGB                            0x1907
#define GL_RGBA                           0x1908
#define GL_LUMINANCE                      0x1909
#define GL_LUMINANCE_ALPHA                0x190A
#define GL_UNSIGNED_SHORT_4_4_4_4         0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1         0x8034
#define GL_UNSIGNED_SHORT_5_6_5           0x8363
#define GL_FRAGMENT_SHADER                0x8B30
#define GL_VERTEX_SHADER                  0x8B31
#define GL_MAX_VERTEX_ATTRIBS             0x8869
#define GL_MAX_VERTEX_UNIFORM_VECTORS     0x8DFB
#define GL_MAX_VARYING_VECTORS            0x8DFC
#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D
#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C
#define GL_MAX_TEXTURE_IMAGE_UNITS        0x8872
#define GL_MAX_FRAGMENT_UNIFORM_VECTORS   0x8DFD
#define GL_SHADER_TYPE                    0x8B4F
#define GL_DELETE_STATUS                  0x8B80
#define GL_LINK_STATUS                    0x8B82
#define GL_VALIDATE_STATUS                0x8B83
#define GL_ATTACHED_SHADERS               0x8B85
#define GL_ACTIVE_UNIFORMS                0x8B86
#define GL_ACTIVE_UNIFORM_MAX_LENGTH      0x8B87
#define GL_ACTIVE_ATTRIBUTES              0x8B89
#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH    0x8B8A
#define GL_SHADING_LANGUAGE_VERSION       0x8B8C
#define GL_CURRENT_PROGRAM                0x8B8D
#define GL_NEVER                          0x0200
#define GL_LESS                           0x0201
#define GL_EQUAL                          0x0202
#define GL_LEQUAL                         0x0203
#define GL_GREATER                        0x0204
#define GL_NOTEQUAL                       0x0205
#define GL_GEQUAL                         0x0206
#define GL_ALWAYS                         0x0207
#define GL_KEEP                           0x1E00
#define GL_REPLACE                        0x1E01
#define GL_INCR                           0x1E02
#define GL_DECR                           0x1E03
#define GL_INVERT                         0x150A
#define GL_INCR_WRAP                      0x8507
#define GL_DECR_WRAP                      0x8508
#define GL_VENDOR                         0x1F00
#define GL_RENDERER                       0x1F01
#define GL_VERSION                        0x1F02
#define GL_EXTENSIONS                     0x1F03
#define GL_NEAREST                        0x2600
#define GL_LINEAR                         0x2601
#define GL_NEAREST_MIPMAP_NEAREST         0x2700
#define GL_LINEAR_MIPMAP_NEAREST          0x2701
#define GL_NEAREST_MIPMAP_LINEAR          0x2702
#define GL_LINEAR_MIPMAP_LINEAR           0x2703
#define GL_TEXTURE_MAG_FILTER             0x2800
#define GL_TEXTURE_MIN_FILTER             0x2801
#define GL_TEXTURE_WRAP_S                 0x2802
#define GL_TEXTURE_WRAP_T                 0x2803
#define GL_TEXTURE                        0x1702
#define GL_TEXTURE_CUBE_MAP               0x8513
#define GL_TEXTURE_BINDING_CUBE_MAP       0x8514
#define GL_TEXTURE_CUBE_MAP_POSITIVE_X    0x8515
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X    0x8516
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y    0x8517
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y    0x8518
#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z    0x8519
#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z    0x851A
#define GL_MAX_CUBE_MAP_TEXTURE_SIZE      0x851C
#define GL_TEXTURE0                       0x84C0
#define GL_TEXTURE1                       0x84C1
#define GL_TEXTURE2                       0x84C2
#define GL_TEXTURE3                       0x84C3
#define GL_TEXTURE4                       0x84C4
#define GL_TEXTURE5                       0x84C5
#define GL_TEXTURE6                       0x84C6
#define GL_TEXTURE7                       0x84C7
#define GL_TEXTURE8                       0x84C8
#define GL_TEXTURE9                       0x84C9
#define GL_TEXTURE10                      0x84CA
#define GL_TEXTURE11                      0x84CB
#define GL_TEXTURE12                      0x84CC
#define GL_TEXTURE13                      0x84CD
#define GL_TEXTURE14                      0x84CE
#define GL_TEXTURE15                      0x84CF
#define GL_TEXTURE16                      0x84D0
#define GL_TEXTURE17                      0x84D1
#define GL_TEXTURE18                      0x84D2
#define GL_TEXTURE19                      0x84D3
#define GL_TEXTURE20                      0x84D4
#define GL_TEXTURE21                      0x84D5
#define GL_TEXTURE22                      0x84D6
#define GL_TEXTURE23                      0x84D7
#define GL_TEXTURE24                      0x84D8
#define GL_TEXTURE25                      0x84D9
#define GL_TEXTURE26                      0x84DA
#define GL_TEXTURE27                      0x84DB
#define GL_TEXTURE28                      0x84DC
#define GL_TEXTURE29                      0x84DD
#define GL_TEXTURE30                      0x84DE
#define GL_TEXTURE31                      0x84DF
#define GL_ACTIVE_TEXTURE                 0x84E0
#define GL_REPEAT                         0x2901
#define GL_CLAMP_TO_EDGE                  0x812F
#define GL_MIRRORED_REPEAT                0x8370
#define GL_FLOAT_VEC2                     0x8B50
#define GL_FLOAT_VEC3                     0x8B51
#define GL_FLOAT_VEC4                     0x8B52
#define GL_INT_VEC2                       0x8B53
#define GL_INT_VEC3                       0x8B54
#define GL_INT_VEC4                       0x8B55
#define GL_BOOL                           0x8B56
#define GL_BOOL_VEC2                      0x8B57
#define GL_BOOL_VEC3                      0x8B58
#define GL_BOOL_VEC4                      0x8B59
#define GL_FLOAT_MAT2                     0x8B5A
#define GL_FLOAT_MAT3                     0x8B5B
#define GL_FLOAT_MAT4                     0x8B5C
#define GL_SAMPLER_2D                     0x8B5E
#define GL_SAMPLER_CUBE                   0x8B60
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED    0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE       0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE     0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE       0x8625
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_VERTEX_ATTRIB_ARRAY_POINTER    0x8645
#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F
#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A
#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B
#define GL_COMPILE_STATUS                 0x8B81
#define GL_INFO_LOG_LENGTH                0x8B84
#define GL_SHADER_SOURCE_LENGTH           0x8B88
#define GL_SHADER_COMPILER                0x8DFA
#define GL_SHADER_BINARY_FORMATS          0x8DF8
#define GL_NUM_SHADER_BINARY_FORMATS      0x8DF9
#define GL_LOW_FLOAT                      0x8DF0
#define GL_MEDIUM_FLOAT                   0x8DF1
#define GL_HIGH_FLOAT                     0x8DF2
#define GL_LOW_INT                        0x8DF3
#define GL_MEDIUM_INT                     0x8DF4
#define GL_HIGH_INT                       0x8DF5
#define GL_FRAMEBUFFER                    0x8D40
#define GL_RENDERBUFFER                   0x8D41
#define GL_RGBA4                          0x8056
#define GL_RGB5_A1                        0x8057
#define GL_RGB565                         0x8D62
#define GL_DEPTH_COMPONENT16              0x81A5
#define GL_STENCIL_INDEX8                 0x8D48
#define GL_RENDERBUFFER_WIDTH             0x8D42
#define GL_RENDERBUFFER_HEIGHT            0x8D43
#define GL_RENDERBUFFER_INTERNAL_FORMAT   0x8D44
#define GL_RENDERBUFFER_RED_SIZE          0x8D50
#define GL_RENDERBUFFER_GREEN_SIZE        0x8D51
#define GL_RENDERBUFFER_BLUE_SIZE         0x8D52
#define GL_RENDERBUFFER_ALPHA_SIZE        0x8D53
#define GL_RENDERBUFFER_DEPTH_SIZE        0x8D54
#define GL_RENDERBUFFER_STENCIL_SIZE      0x8D55
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0
#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2
#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3
#define GL_COLOR_ATTACHMENT0              0x8CE0
#define GL_DEPTH_ATTACHMENT               0x8D00
#define GL_STENCIL_ATTACHMENT             0x8D20
#define GL_NONE                           0
#define GL_FRAMEBUFFER_COMPLETE           0x8CD5
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#define GL_FRAMEBUFFER_UNSUPPORTED        0x8CDD
#define GL_FRAMEBUFFER_BINDING            0x8CA6
#define GL_RENDERBUFFER_BINDING           0x8CA7
#define GL_MAX_RENDERBUFFER_SIZE          0x84E8
#define GL_INVALID_FRAMEBUFFER_OPERATION  0x0506

void glActiveTexture(GLenum texture);
void glAttachShader(GLuint program, GLuint shader);
void glBindAttribLocation(GLuint program, GLuint index, const GLchar *name);
void glBindBuffer(GLenum target, GLuint buffer);
void glBindFramebuffer(GLenum target, GLuint framebuffer);
void glBindRenderbuffer(GLenum target, GLuint renderbuffer);
void glBindTexture(GLenum target, GLuint texture);
void glBlendColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glBlendEquation(GLenum mode);
void glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha);
void glBlendFunc(GLenum sfactor, GLenum dfactor);
void glBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
void glBufferData(GLenum target, GLsizeiptr size, const void *data, GLenum usage);
void glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
GLenum glCheckFramebufferStatus(GLenum target);
void glClear(GLbitfield mask);
void glClearColor(GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
void glClearDepthf(GLfloat d);
void glClearStencil(GLint s);
void glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha);
void glCompileShader(GLuint shader);
void glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data);
void glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data);
void glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border);
void glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height);
GLuint glCreateProgram();
GLuint glCreateShader(GLenum type);
void glCullFace(GLenum mode);
void glDeleteBuffers(GLsizei n, const GLuint *buffers);
void glDeleteFramebuffers(GLsizei n, const GLuint *framebuffers);
void glDeleteProgram(GLuint program);
void glDeleteRenderbuffers(GLsizei n, const GLuint *renderbuffers);
void glDeleteShader(GLuint shader);
void glDeleteTextures(GLsizei n, const GLuint *textures);
void glDepthFunc(GLenum func);
void glDepthMask(GLboolean flag);
void glDepthRangef(GLfloat n, GLfloat f);
void glDetachShader(GLuint program, GLuint shader);
void glDisable(GLenum cap);
void glDisableVertexAttribArray(GLuint index);
void glDrawArrays(GLenum mode, GLint first, GLsizei count);
void glDrawElements(GLenum mode, GLsizei count, GLenum type, const void *indices);
void glEnable(GLenum cap);
void glEnableVertexAttribArray(GLuint index);
void glFinish();
void glFlush();
void glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer);
void glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level);
void glFrontFace(GLenum mode);
void glGenBuffers(GLsizei n, GLuint *buffers);
void glGenerateMipmap(GLenum target);
void glGenFramebuffers(GLsizei n, GLuint *framebuffers);
void glGenRenderbuffers(GLsizei n, GLuint *renderbuffers);
void glGenTextures(GLsizei n, GLuint *textures);
void glGetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void glGetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
void glGetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
GLint glGetAttribLocation(GLuint program, const GLchar *name);
void glGetBooleanv(GLenum pname, GLboolean *data);
void glGetBufferParameteriv(GLenum target, GLenum pname, GLint *params);
GLenum glGetError();
void glGetFloatv(GLenum pname, GLfloat *data);
void glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname, GLint *params);
void glGetIntegerv(GLenum pname, GLint *data);
void glGetProgramiv(GLuint program, GLenum pname, GLint *params);
void glGetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glGetRenderbufferParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetShaderiv(GLuint shader, GLenum pname, GLint *params);
void glGetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
void glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision);
void glGetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
const GLubyte *glGetString(GLenum name);
void glGetTexParameterfv(GLenum target, GLenum pname, GLfloat *params);
void glGetTexParameteriv(GLenum target, GLenum pname, GLint *params);
void glGetUniformfv(GLuint program, GLint location, GLfloat *params);
void glGetUniformiv(GLuint program, GLint location, GLint *params);
GLint glGetUniformLocation(GLuint program, const GLchar *name);
void glGetVertexAttribfv(GLuint index, GLenum pname, GLfloat *params);
void glGetVertexAttribiv(GLuint index, GLenum pname, GLint *params);
void glGetVertexAttribPointerv(GLuint index, GLenum pname, void **pointer);
void glHint(GLenum target, GLenum mode);
GLboolean glIsBuffer(GLuint buffer);
GLboolean glIsEnabled(GLenum cap);
GLboolean glIsFramebuffer(GLuint framebuffer);
GLboolean glIsProgram(GLuint program);
GLboolean glIsRenderbuffer(GLuint renderbuffer);
GLboolean glIsShader(GLuint shader);
GLboolean glIsTexture(GLuint texture);
void glLineWidth(GLfloat width);
void glLinkProgram(GLuint program);
void glPixelStorei(GLenum pname, GLint param);
void glPolygonOffset(GLfloat factor, GLfloat units);
void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
void glReleaseShaderCompiler();
void glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height);
void glSampleCoverage(GLfloat value, GLboolean invert);
void glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
void glShaderBinary(GLsizei count, const GLuint *shaders, GLenum binaryformat, const void *binary, GLsizei length);
void glShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
void glStencilFunc(GLenum func, GLint ref, GLuint mask);
void glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask);
void glStencilMask(GLuint mask);
void glStencilMaskSeparate(GLenum face, GLuint mask);
void glStencilOp(GLenum fail, GLenum zfail, GLenum zpass);
void glStencilOpSeparate(GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass);
void glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
void glTexParameterf(GLenum target, GLenum pname, GLfloat param);
void glTexParameterfv(GLenum target, GLenum pname, const GLfloat *params);
void glTexParameteri(GLenum target, GLenum pname, GLint param);
void glTexParameteriv(GLenum target, GLenum pname, const GLint *params);
void glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
void glUniform1f(GLint location, GLfloat v0);
void glUniform1fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform1i(GLint location, GLint v0);
void glUniform1iv(GLint location, GLsizei count, const GLint *value);
void glUniform2f(GLint location, GLfloat v0, GLfloat v1);
void glUniform2fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform2i(GLint location, GLint v0, GLint v1);
void glUniform2iv(GLint location, GLsizei count, const GLint *value);
void glUniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
void glUniform3fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform3i(GLint location, GLint v0, GLint v1, GLint v2);
void glUniform3iv(GLint location, GLsizei count, const GLint *value);
void glUniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void glUniform4fv(GLint location, GLsizei count, const GLfloat *value);
void glUniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
void glUniform4iv(GLint location, GLsizei count, const GLint *value);
void glUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void glUseProgram(GLuint program);
void glValidateProgram(GLuint program);
void glVertexAttrib1f(GLuint index, GLfloat x);
void glVertexAttrib1fv(GLuint index, const GLfloat *v);
void glVertexAttrib2f(GLuint index, GLfloat x, GLfloat y);
void glVertexAttrib2fv(GLuint index, const GLfloat *v);
void glVertexAttrib3f(GLuint index, GLfloat x, GLfloat y, GLfloat z);
void glVertexAttrib3fv(GLuint index, const GLfloat *v);
void glVertexAttrib4f(GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w);
void glVertexAttrib4fv(GLuint index, const GLfloat *v);
void glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
void glViewport(GLint x, GLint y, GLsizei width, GLsizei height);

#endif // GL_ES_VERSION_2_0

#endif // GLESWRAPPER_GLESMOCK_GLES2_GL2_H
